Town: Mæri Quhe Mîze

Mæri Quhe Mîze

Mæri Quhe Mîze
Example Wareneese architecture.
StateWarrenese Shogunate
ProvenceMijgake Empire
Sub ProvenceSpramzjitula Zone
RegionQîqælà àmæ Meadows
Founded1208
Community LeaderLaird Yakdraetrude Glêbê Fyêbmtco
Area5 km2 (2 mi2)
Average Yearly Temp17°C (62°F)
Average Elevation10196 m (-9498 ft)
Average Yearly Precipitation210 cm/y (82 in/y)
Population1247
Population Density249 people per km2 (623 people per mi2)
Town AuraIllusion
Naming
Native nameMæri Quhe Mîze
Pronunciation/ˈləju̽/ /ˈquhe/
Direct Translation[damp; moist] [wound; trauma]
Translation[Not Yet Translated]

Mæri Quhe Mîze (/ˈləju̽/ /ˈquhe/ [damp; moist] [wound; trauma]) is a subtropical Town located in Spramzjitula Zone, Mijgake Empire, within the Warrenese Shogunate.

The name Mæri Quhe Mîze is derived from the Wareneese language, as Mæri Quhe Mîze was founded by Yakdraetrude Glêbê, who was culturaly Wareneese.

Climate

Mæri Quhe Mîze has a yearly average temperature of 17°C (62°F), with its average temperature during the summer being a pleasant 25°C (77°F) and its average temperature during the winter being a cold 10°C (50°F). Mæri Quhe Mîze receives an average of 210 cm/y (82 in/y) of precipitation, most of which comes in the form of rain during the fall. Mæri Quhe Mîze covers an area of nearly 5 km2 (2 mi2), and an average elevation of 10196 m (-9498 ft) above sea level.

Overview

Mæri Quhe Mîze was founded durring the early 13th century in winter of the year 1208, by Yakdraetrude Glêbê. The establishment of Mæri Quhe Mîze suffered from many setbacks, delays, and obsticles, most notably a group of Mæri Quhe Mîze which required millitary assistance exterminate before the community could finish being built.

Mæri Quhe Mîze was built using the conventions of Wareneese durring the early 13th century. Naturaly, all settlmentss have their own look to them, and Mæri Quhe Mîze is no diffrent. The town's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.

Mæri Quhe Mîze is buildings are arranged arround a network of spacious paverstone streets which form a diamond shaped grid, where each diamond verries in size given the proximity of the paralell streets forming each section. The ocasional smaller diamond has been used to construct a park, plaza, and other communal structures. The town has a fortified albit thin brick wall. The wall has most of the feeatures of a typical castle wall, just on a much smaller scale and and budget. Notably brick isn't a particuarly soild choice for resisting siege weapons. Mæri Quhe Mîze's wall wouldn't hinder a proper army, but it is more than sufishent for bandits and other small marauding groups. The town's monster and outlaw focused fortifications are visibly old, but also obviously maintained semi-regularly. Its likly the local malishia or garrison are tasked with ocasional mantance of the towns defences.

Mæri Quhe Mîze has a very calm atmosphere. People can be seen relaxing, scocilizing, and going about all manner of business other than the daily grind. Men, women, children, all can be seen enjoying life in a laid-back way in the many parks which line Mæri Quhe Mîze’s streets. A look around Mæri Quhe Mîze has something terribly wrong with it. It’s impossible to put one’s finger on, but something is horribly wrong. Maybe it’s the way fog blankets the ground, but only in the connors of places. Maybe it’s the vermin scutteling between shadows in the corner of your eyes. Perhaps it’s the overcast sky which seemed to creep out of nowhere, or the distant howling of wolves. Maybe it’s everything together. Regardless, you do not feel it would be wise to remain in Mæri Quhe Mîze long.

Civic Infrastructure

Mæri Quhe Mîze has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Mæri Quhe Mîze.

Mæri Quhe Mîze has a Gravedigger's Guild, which is responsible for collecting the dead and laying them to rest according to all applicable laws and religious customs.

Mæri Quhe Mîze has a Highwayman's Guild, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.

Mæri Quhe Mîze has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Mæri Quhe Mîze's public wards, blessings, and other arcane systems.

Mæri Quhe Mîze possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Town. Mæri Quhe Mîze's grid is powered by an arcane means.

Mæri Quhe Mîze has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands.

Mæri Quhe Mîze has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.

Mæri Quhe Mîze has a public schooling program overseen by the Hall of Sages who has the responsibility of ensuring access to affordable high-quality education in all basic classes (Reading, Writing, Mathmatics, General Sciences, General Arcana, and Social Education) is made available to all citizens.

Cultural Notes

Mæri Quhe Mîze's town hall was built using a different architectural style from the rest of the town. The style used is characterized by towering round arches, massive stone and brickwork, small windows, thick walls, and a propensity for housing art and sculpture depicting mythological scenes. The building's general shape would be a clever and ascetic combination of geometric shapes, which would be blended together by joining elements. The style's decorative features were largely internal rather than external and incorporated semicircular arches for windows, doors, and arcades; barrel or groin vaults to support the roof of the nave; massive piers and walls, with few windows, to contain the outward thrust of the vaults; side aisles with galleries above them..

Due to the actions of local Kami, summer is skipped in Mæri Quhe Mîze.

The Tangtal (Dupli-Cat) near Mæri Quhe Mîze are known to be more aggressive than normal.

Mæri Quhe Mîze's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves orgies to channel Summoning energies of tier 2 via singing.

Economy

The following information was obtained via the Imperial Census Bureau as part of the Eyom Economic Outreach Program. It differs from Standard Imperial censuses in that many of Tom's citizens, regardless of culture, work in more than one occupation or hold more than a single job. The Imperial Census Bureau has ruled that a job is a job, hence, the intigers within the data presented here can count an individual more than once.

Agriculture

  • Dairy Farmers: 2
  • Farmers: 3
  • Farm Laborer: 8
  • Hunters: 3
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5012 m2
    • Cattle and Similar Creatures: 311
    • Poultry: 3741
    • Swine: 249
    • Sheep: 12
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 124

Craftsmen

  • Arms and Toolmakers: 2
  • Blacksmiths: 2
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 3
  • Coach and Harness Makers: 1
  • Coopers: 3
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 7
  • Glassworkers: 4
  • Gunsmiths: 2
  • Harness-Makers: 1
  • Hatters: 2
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 1
  • Musical Instrument Makers: 1
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 1
  • Plasterers: 1
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 2
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 4
  • Tailors: 7
  • Tanners: 1
  • Upholsterers: 1
  • Watchmakers: 1
  • Weavers: 3
  • Whitesmiths: 1

Merchants

  • Beer-Sellers: 1
  • Booksellers: 1
  • Butchers: 3
  • Chandlers: 3
  • Chicken Butchers: 3
  • Entrepreneurs: 1
  • Fine Clothiers: 2
  • Fishmongers: 3
  • Potion Sellers: 2
  • Resellers: 4
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 1
  • Woodsellers: 1

Service workers

  • Bakers: 7
  • Barbers: 7
  • Coachmen: 1
  • Cooks: 5
  • Doctors: 2
  • Gamekeepers: 1
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 3
  • Housemaids: 6
  • House Stewards: 3
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 4
  • Nursery Maids: 2
  • Pastrycooks: 4
  • Restaurateur: 4
  • Tavern Keepers: 4

Specialized Laborer

  • Ashworkers: 1
  • Bleachers: 1
  • Coal Heavers: 2
  • In-Town Couriers: 2
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 3
  • Millers: 2
  • Miners: 2
  • Oilmen and Polishers: 2
  • Postmen: 2
  • Pure Finder: 1
  • Skinners: 3
  • Tosher: 2
  • Warehousemen: 4
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 1
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 1
  • Gardeners: 1
  • Plumbers: 1
  • Pharmacist: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 2
  • Civic Iudex: 1
  • Exorcist: 2
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 8
  • Monks, Monastic: 3
  • Monks, Civic: 4
  • Historian, Oral: 2
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 5
  • Rangers: 1
  • Rat Catchers: 1
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 4

Cottage Industries

  • Brewers: 3
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 3
  • Potters: 2
  • Preserve Makers: 3
  • Quilters: 1
  • Seamsters: 5
  • Spinners: 3
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 1
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 3
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 4
  • Writers: 4

Produce Industries

  • Butter Churners: 4
  • Canners: 4
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 1
  • Tallowmakers: 2

382 of Mæri Quhe Mîze's population work within a Foundational Occupation.

766 of Mæri Quhe Mîze's population do not work in a formal occupation, but do contribute to the local economy. 99 (8%) are noncontributers.

Points of Interest

Mæri Quhe Mîze is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of or some other harmful topography. Mæri Quhe Mîze might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.

Mæri Quhe Mîze has a substantial mill pond located a short distance from town.

POI

History

In time immemorial, reportedly some time during the late 2nd century the Kami spared the town from an attack. One of Mæri Quhe Mîze's local festivals commemorates this miracle.

History